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* refactor: Attack chain, initial setup. * migrate curtain to make dreamchecker happy * update thurible * don't call attacked_by separately for legacy attack chain * remove duplicate proc * condense similar code, put allowances for legacy code in new procs * update docs, include diagram source * add comment on how to update diagram * fix admonition * mindflayer updates * remove commented out code * clarify all steps * after_attack should be overridable * whoops * retrofit recent changes * duh, can't restrict this yet because of tool_acts * i hate ore bags with the fire of a thousand suns * return correct value for object attack logic * Various cleanups. We don't want to attempt to pull stuff out of `/obj/item/attackby`, because those pieces are part of the related objects' migrations, not `/obj/item` itself. Attempting to do this causes knockon effects where things expected to call e.g. `/obj/item/storage/attackby` in the call chain were not ferried over to the new item interaction code, because the related objects hadn't actually been migrated over yet. I've used refactoring /obj/vehicle as the example for migrating `attackby` methods instead. * simplify some argument names * fuck it * make it do the thing * Rename CI module call * Prove that CI works * improve test output * aaand fix it again * fix curtain tool interactions * fix compile error * fix compile error * Better docs, introduce migration plan tool.
39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
// Contains:
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// Gavel Hammer
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// Gavel Block
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/obj/item/gavelhammer
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name = "gavel hammer"
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desc = "Order, order! No bombs in my courthouse."
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icon = 'icons/obj/items.dmi'
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icon_state = "gavelhammer"
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force = 5.0
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throwforce = 6.0
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w_class = WEIGHT_CLASS_SMALL
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attack_verb = list("bashed", "battered", "judged", "whacked")
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resistance_flags = FLAMMABLE
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/obj/item/gavelhammer/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] has sentenced [user.p_themselves()] to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/items/gavel.ogg', 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/gavelblock
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name = "gavel block"
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desc = "Smack it with a gavel hammer when the assistants get rowdy."
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icon = 'icons/obj/items.dmi'
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icon_state = "gavelblock"
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force = 2.0
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throwforce = 2.0
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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var/next_gavel_hit
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/obj/item/gavelblock/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(!istype(I, /obj/item/gavelhammer))
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return
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if(world.time > next_gavel_hit)
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playsound(loc, 'sound/items/gavel.ogg', 100, 1)
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next_gavel_hit = world.time + 5 SECONDS
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user.visible_message("<span class='warning'>[user] strikes \the [src] with \the [I].</span>")
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